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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
// g_client.c -- client functions that don't happen every frame
static vec3_t playerMins = {-15, -15, -24};
static vec3_t playerMaxs = {15, 15, 32};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
potential spawning position for deathmatch games.
The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.
*/
void SP_info_player_deathmatch( gentity_t *ent )
{
int i;
G_SpawnInt( "nobots", "0", &i);
if( i )
ent->flags |= FL_NO_BOTS;
G_SpawnInt( "nohumans", "0", &i );
if( i )
ent->flags |= FL_NO_HUMANS;
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
*/
void SP_info_player_start( gentity_t *ent )
{
ent->classname = "info_player_deathmatch";
SP_info_player_deathmatch( ent );
}
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point. Target an info_notnull for the view direction.
*/
void SP_info_player_intermission( gentity_t *ent )
{
}
/*QUAKED info_alien_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point. Target an info_notnull for the view direction.
*/
void SP_info_alien_intermission( gentity_t *ent )
{
}
/*QUAKED info_human_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point. Target an info_notnull for the view direction.
*/
void SP_info_human_intermission( gentity_t *ent )
{
}
/*
===============
G_AddCreditToClient
===============
*/
void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap )
{
int capAmount;
if( !client )
return;
if( cap && credit > 0 )
{
capAmount = client->pers.teamSelection == TEAM_ALIENS ?
ALIEN_MAX_CREDITS : HUMAN_MAX_CREDITS;
if( client->pers.credit < capAmount )
{
client->pers.credit += credit;
if( client->pers.credit > capAmount )
client->pers.credit = capAmount;
}
}
else
client->pers.credit += credit;
if( client->pers.credit < 0 )
client->pers.credit = 0;
// Copy to ps so the client can access it
client->ps.persistant[ PERS_CREDIT ] = client->pers.credit;
}
/*
=======================================================================
G_SelectSpawnPoint
=======================================================================
*/
/*
================
SpotWouldTelefrag
================
*/
qboolean SpotWouldTelefrag( gentity_t *spot )
{
int i, num;
int touch[ MAX_GENTITIES ];
gentity_t *hit;
vec3_t mins, maxs;
VectorAdd( spot->s.origin, playerMins, mins );
VectorAdd( spot->s.origin, playerMaxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for( i = 0; i < num; i++ )
{
hit = &g_entities[ touch[ i ] ];
//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
if( hit->client )
return qtrue;
}
return qfalse;
}
/*
===========
G_SelectRandomFurthestSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
static gentity_t *G_SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
{
gentity_t *spot;
vec3_t delta;
float dist;
float list_dist[ 64 ];
gentity_t *list_spot[ 64 ];
int numSpots, rnd, i, j;
numSpots = 0;
spot = NULL;
while( ( spot = G_Find( spot, FOFS( classname ), "info_player_deathmatch" ) ) != NULL )
{
if( SpotWouldTelefrag( spot ) )
continue;
VectorSubtract( spot->s.origin, avoidPoint, delta );
dist = VectorLength( delta );
for( i = 0; i < numSpots; i++ )
{
if( dist > list_dist[ i ] )
{
if( numSpots >= 64 )
numSpots = 64 - 1;
for( j = numSpots; j > i; j-- )
{
list_dist[ j ] = list_dist[ j - 1 ];
list_spot[ j ] = list_spot[ j - 1 ];
}
list_dist[ i ] = dist;
list_spot[ i ] = spot;
numSpots++;
if( numSpots > 64 )
numSpots = 64;
break;
}
}
if( i >= numSpots && numSpots < 64 )
{
list_dist[ numSpots ] = dist;
list_spot[ numSpots ] = spot;
numSpots++;
}
}
if( !numSpots )
{
spot = G_Find( NULL, FOFS( classname ), "info_player_deathmatch" );
if( !spot )
G_Error( "Couldn't find a spawn point" );
VectorCopy( spot->s.origin, origin );
origin[ 2 ] += 9;
VectorCopy( spot->s.angles, angles );
return spot;
}
// select a random spot from the spawn points furthest away
rnd = random( ) * ( numSpots / 2 );
VectorCopy( list_spot[ rnd ]->s.origin, origin );
origin[ 2 ] += 9;
VectorCopy( list_spot[ rnd ]->s.angles, angles );
return list_spot[ rnd ];
}
/*
================
G_SelectSpawnBuildable
find the nearest buildable of the right type that is
spawned/healthy/unblocked etc.
================
*/
static gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable )
{
gentity_t *search, *spot;
search = spot = NULL;
while( ( search = G_Find( search, FOFS( classname ),
BG_Buildable( buildable, NULL )->entityName ) ) != NULL )
{
if( !search->spawned )
continue;
if( search->health <= 0 )
continue;
if( !search->s.groundEntityNum )
continue;
if( search->clientSpawnTime > 0 )
continue;
if( G_CheckSpawnPoint( search->s.number, search->s.origin,
search->s.origin2, buildable, NULL ) != NULL )
continue;
if( !spot || DistanceSquared( preference, search->s.origin ) <
DistanceSquared( preference, spot->s.origin ) )
spot = search;
}
return spot;
}
/*
================
G_SelectAlienImplantedSpawn
find the nearest impregnated human for spawning
================
*/
static gentity_t *G_SelectAlienImplantedSpawn( vec3_t preference )
{
int i;
float r;
gentity_t *search, *spot = NULL;
for( i = 0; i < level.num_entities; i++ )
{
search = g_entities + i;
if( !search->client )
continue;
if( search->client->sess.spectatorState != SPECTATOR_NOT )
continue;
if( search->client->pers.teamSelection != TEAM_HUMANS )
continue;
if( search->client->ps.stats[ STAT_HEALTH ] <= 0 )
continue;
if( !search->client->isImpregnated )
continue;
if( !search->client->isImplantMature )
continue;
if( !spot || DistanceSquared( preference, search->s.origin ) <
DistanceSquared( preference, spot->s.origin ) )
spot = search;
}
return spot;
}
/*
===========
G_SelectSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
{
return G_SelectRandomFurthestSpawnPoint( avoidPoint, origin, angles );
}
/*
===========
G_SelectTremulousSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles )
{
gentity_t *spot = NULL;
if( team == TEAM_ALIENS )
{
if( level.numAlienImplantedSpawns > 0 )
{
spot = G_SelectAlienImplantedSpawn( preference );
if( spot )
{
//spawn from a human
VectorCopy( spot->s.pos.trBase, origin );
VectorCopy( spot->s.apos.trBase, angles );
return spot;
}
}
if( level.numAlienSpawns <= 0 )
return NULL;
spot = G_SelectSpawnBuildable( preference, BA_A_SPAWN );
}
else if( team == TEAM_HUMANS )
{
if( level.numHumanSpawns <= 0 )
return NULL;
spot = G_SelectSpawnBuildable( preference, BA_H_SPAWN );
}
//no available spots
if( !spot )
return NULL;
if( team == TEAM_ALIENS )
G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
else if( team == TEAM_HUMANS )
G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin );
VectorCopy( spot->s.angles, angles );
angles[ ROLL ] = 0;
return spot;
}
/*
===========
G_SelectSpectatorSpawnPoint
============
*/
static gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
{
FindIntermissionPoint( );
VectorCopy( level.intermission_origin, origin );
VectorCopy( level.intermission_angle, angles );
return NULL;
}
/*
===========
G_SelectAlienLockSpawnPoint
Try to find a spawn point for alien intermission otherwise
use normal intermission spawn.
============
*/
gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
{
gentity_t *spot;
spot = NULL;
spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" );
if( !spot )
return G_SelectSpectatorSpawnPoint( origin, angles );
VectorCopy( spot->s.origin, origin );
VectorCopy( spot->s.angles, angles );
return spot;
}
/*
===========
G_SelectHumanLockSpawnPoint
Try to find a spawn point for human intermission otherwise
use normal intermission spawn.
============
*/
gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
{
gentity_t *spot;
spot = NULL;
spot = G_Find( spot, FOFS( classname ), "info_human_intermission" );
if( !spot )
return G_SelectSpectatorSpawnPoint( origin, angles );
VectorCopy( spot->s.origin, origin );
VectorCopy( spot->s.angles, angles );
return spot;
}
/*
=======================================================================
BODYQUE
=======================================================================
*/
/*
=============
BodySink
After sitting around for five seconds, fall into the ground and dissapear
=============
*/
static void BodySink( gentity_t *ent )
{
//run on first BodySink call
if( !ent->active )
{
ent->active = qtrue;
//sinking bodies can't be infested
ent->killedBy = ent->s.misc = MAX_CLIENTS;
ent->timestamp = level.time;
}
if( level.time - ent->timestamp > 6500 )
{
G_FreeEntity( ent );
return;
}
ent->nextthink = level.time + 100;
ent->s.pos.trBase[ 2 ] -= 1;
}
/*
=============
SpawnCorpse
A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
static void SpawnCorpse( gentity_t *ent )
{
gentity_t *body;
int contents;
vec3_t origin, dest;
trace_t tr;
float vDiff;
VectorCopy( ent->r.currentOrigin, origin );
trap_UnlinkEntity( ent );
// if client is in a nodrop area, don't leave the body
contents = trap_PointContents( origin, -1 );
if( contents & CONTENTS_NODROP )
return;
body = G_Spawn( );
VectorCopy( ent->s.apos.trBase, body->s.angles );
body->s.eFlags = EF_DEAD;
body->s.eType = ET_CORPSE;
body->s.number = body - g_entities;
body->timestamp = level.time;
body->s.event = 0;
body->r.contents = CONTENTS_CORPSE;
body->s.clientNum = ent->client->ps.stats[ STAT_CLASS ];
body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;
if( ent->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
body->classname = "humanCorpse";
else
body->classname = "alienCorpse";
body->s.misc = MAX_CLIENTS;
body->think = BodySink;
body->nextthink = level.time + 20000;
body->s.legsAnim = ent->s.legsAnim;
if( !body->nonSegModel )
{
switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
{
case BOTH_DEATH1:
case BOTH_DEAD1:
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
break;
case BOTH_DEATH2:
case BOTH_DEAD2:
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
break;
case BOTH_DEATH3:
case BOTH_DEAD3:
default:
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
break;
}
}
else
{
switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
{
case NSPA_DEATH1:
case NSPA_DEAD1:
body->s.legsAnim = NSPA_DEAD1;
break;
case NSPA_DEATH2:
case NSPA_DEAD2:
body->s.legsAnim = NSPA_DEAD2;
break;
case NSPA_DEATH3:
case NSPA_DEAD3:
default:
body->s.legsAnim = NSPA_DEAD3;
break;
}
}
body->takedamage = qfalse;
body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
ent->health = 0;
//change body dimensions
BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ];
//drop down to match the *model* origins of ent and body
VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff );
trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask );
VectorCopy( tr.endpos, origin );
G_SetOrigin( body, origin );
VectorCopy( origin, body->s.origin );
body->s.pos.trType = TR_GRAVITY;
body->s.pos.trTime = level.time;
VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
VectorCopy ( body->s.pos.trBase, body->r.currentOrigin );
trap_LinkEntity( body );
}
//======================================================================
/*
==================
G_SetClientViewAngle
==================
*/
void G_SetClientViewAngle( gentity_t *ent, vec3_t angle )
{
int i;
// set the delta angle
for( i = 0; i < 3; i++ )
{
int cmdAngle;
cmdAngle = ANGLE2SHORT( angle[ i ] );
ent->client->ps.delta_angles[ i ] = cmdAngle - ent->client->pers.cmd.angles[ i ];
}
VectorCopy( angle, ent->s.angles );
VectorCopy( ent->s.angles, ent->client->ps.viewangles );
}
/*
================
respawn
================
*/
void respawn( gentity_t *ent )
{
int i;
SpawnCorpse( ent );
// Clients can't respawn - they must go through the class cmd
ent->client->pers.classSelection = PCL_NONE;
ClientSpawn( ent, NULL, NULL, NULL );
// stop any following clients that don't have sticky spec on
for( i = 0; i < level.maxclients; i++ )
{
if( level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
level.clients[ i ].sess.spectatorClient == ent - g_entities )
{
if( !( level.clients[ i ].pers.stickySpec ) )
{
if( !G_FollowNewClient( &g_entities[ i ], 1 ) )
G_StopFollowing( &g_entities[ i ] );
}
else
G_FollowLockView( &g_entities[ i ] );
}
}
}
static qboolean G_IsEmoticon( const char *s, qboolean *escaped )
{
int i, j;
const char *p = s;
char emoticon[ MAX_EMOTICON_NAME_LEN ] = {""};
qboolean escape = qfalse;
if( *p != '[' )
return qfalse;
p++;
if( *p == '[' )
{
escape = qtrue;
p++;
}
i = 0;
while( *p && i < ( MAX_EMOTICON_NAME_LEN - 1 ) )
{
if( *p == ']' )
{
for( j = 0; j < level.emoticonCount; j++ )
{
if( !Q_stricmp( emoticon, level.emoticons[ j ].name ) )
{
*escaped = escape;
return qtrue;
}
}
return qfalse;
}
emoticon[ i++ ] = *p;
emoticon[ i ] = '\0';
p++;
}
return qfalse;
}
/*
===========
G_ClientCleanName
============
*/
static void G_ClientCleanName( const char *in, char *out, int outSize )
{
int len, colorlessLen;
char *p;
int spaces;
qboolean escaped;
qboolean invalid = qfalse;
//save room for trailing null byte
outSize--;
len = 0;
colorlessLen = 0;
p = out;
*p = 0;
spaces = 0;
for( ; *in; in++ )
{
// don't allow leading spaces
if( colorlessLen == 0 && *in == ' ' )
continue;
// don't allow nonprinting characters or (dead) console keys
if( *in < ' ' || *in > '}' || *in == '`' )
continue;
// check colors
if( Q_IsColorString( in ) )
{
in++;
// make sure room in dest for both chars
if( len > outSize - 2 )
break;
*out++ = Q_COLOR_ESCAPE;
*out++ = *in;
len += 2;
continue;
}
else if( !g_emoticonsAllowedInNames.integer && G_IsEmoticon( in, &escaped ) )
{
// make sure room in dest for both chars
if( len > outSize - 2 )
break;
*out++ = '[';
*out++ = '[';
len += 2;
if( escaped )
in++;
continue;
}
// don't allow too many consecutive spaces
if( *in == ' ' )
{
spaces++;
if( spaces > 3 )
continue;
}
else
spaces = 0;
if( len > outSize - 1 )
break;
*out++ = *in;
colorlessLen++;
len++;
}
*out = 0;
// don't allow names beginning with "[skipnotify]" because it messes up /ignore-related code
if( !Q_stricmpn( p, "[skipnotify]", 12 ) )
invalid = qtrue;
// don't allow comment-beginning strings because it messes up various parsers
if( strstr( p, "//" ) || strstr( p, "/*" ) )
invalid = qtrue;
// don't allow empty names
if( *p == 0 || colorlessLen == 0 )
invalid = qtrue;
// if something made the name bad, put them back to UnnamedPlayer
if( invalid )
Q_strncpyz( p, "UnnamedPlayer", outSize );
}
/*
======================
G_NonSegModel
Reads an animation.cfg to check for nonsegmentation
======================
*/
static qboolean G_NonSegModel( const char *filename )
{
char *text_p;
int len;
char *token;
char text[ 20000 ];
fileHandle_t f;
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if( !f )
{
G_Printf( "File not found: %s\n", filename );
return qfalse;
}
if( len < 0 )
return qfalse;
if( len == 0 || len >= sizeof( text ) - 1 )
{
trap_FS_FCloseFile( f );
G_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" );
return qfalse;
}
trap_FS_Read( text, len, f );
text[ len ] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
// read optional parameters
while( 1 )
{
token = COM_Parse( &text_p );
//EOF
if( !token[ 0 ] )
break;
if( !Q_stricmp( token, "nonsegmented" ) )
return qtrue;
}
return qfalse;
}
/*
===========
ClientUserInfoChanged
Called from ClientConnect when the player first connects and
directly by the server system when the player updates a userinfo variable.
The game can override any of the settings and call trap_SetUserinfo
if desired.
============
*/
char *ClientUserinfoChanged( int clientNum, qboolean forceName )
{
gentity_t *ent;
char *s;
char model[ MAX_QPATH ];
char buffer[ MAX_QPATH ];
char filename[ MAX_QPATH ];
char oldname[ MAX_NAME_LENGTH ];
char newname[ MAX_NAME_LENGTH ];
char err[ MAX_STRING_CHARS ];
qboolean revertName = qfalse;
gclient_t *client;
char userinfo[ MAX_INFO_STRING ];
ent = g_entities + clientNum;
client = ent->client;
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check for malformed or illegal info strings
if( !Info_Validate(userinfo) )
{
trap_SendServerCommand( ent - g_entities,
"disconnect \"illegal or malformed userinfo\n\"" );
trap_DropClient( ent - g_entities,
"dropped: illegal or malformed userinfo");
return "Illegal or malformed userinfo";
}
// If their userinfo overflowed, tremded is in the process of disconnecting them.
// If we send our own disconnect, it won't work, so just return to prevent crashes later
// in this function. This check must come after the Info_Validate call.
else if( !userinfo[ 0 ] )
return "Empty (overflowed) userinfo";
// stickyspec toggle
s = Info_ValueForKey( userinfo, "cg_stickySpec" );
client->pers.stickySpec = atoi( s ) != 0;
// set name
Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) );
s = Info_ValueForKey( userinfo, "name" );
G_ClientCleanName( s, newname, sizeof( newname ) );
if( strcmp( oldname, newname ) )
{
if( !forceName && client->pers.namelog->nameChangeTime &&
level.time - client->pers.namelog->nameChangeTime <=
g_minNameChangePeriod.value * 1000 )
{
trap_SendServerCommand( ent - g_entities, va(
"print \"Name change spam protection (g_minNameChangePeriod = %d)\n\"",
g_minNameChangePeriod.integer ) );
revertName = qtrue;
}
else if( !forceName && g_maxNameChanges.integer > 0 &&
client->pers.namelog->nameChanges >= g_maxNameChanges.integer )
{
trap_SendServerCommand( ent - g_entities, va(
"print \"Maximum name changes reached (g_maxNameChanges = %d)\n\"",
g_maxNameChanges.integer ) );
revertName = qtrue;
}
else if( !forceName && client->pers.namelog->muted )
{
trap_SendServerCommand( ent - g_entities,
"print \"You cannot change your name while you are muted\n\"" );
revertName = qtrue;
}
else if( !G_admin_name_check( ent, newname, err, sizeof( err ) ) )
{
trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) );
revertName = qtrue;
}
if( revertName )
{
Q_strncpyz( client->pers.netname, *oldname ? oldname : "UnnamedPlayer",
sizeof( client->pers.netname ) );
Info_SetValueForKey( userinfo, "name", oldname );
trap_SetUserinfo( clientNum, userinfo );
}
else
{
G_CensorString( client->pers.netname, newname,
sizeof( client->pers.netname ), ent );
if( !forceName && client->pers.connected == CON_CONNECTED )
{
client->pers.namelog->nameChangeTime = level.time;
client->pers.namelog->nameChanges++;
}
if( *oldname )
{
G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s^7\" -> \"%s^7\" \"%c%s%c^7\"\n",
clientNum, client->pers.ip.str, client->pers.guid,
oldname, client->pers.netname,
DECOLOR_OFF, client->pers.netname, DECOLOR_ON );
}
}
G_namelog_update_name( client );
}
if( client->pers.classSelection == PCL_NONE )
{
//This looks hacky and frankly it is. The clientInfo string needs to hold different
//model details to that of the spawning class or the info change will not be
//registered and an axis appears instead of the player model. There is zero chance
//the player can spawn with the battlesuit, hence this choice.
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( PCL_HUMAN_BSUIT )->modelName,
BG_ClassConfig( PCL_HUMAN_BSUIT )->skinName );
}
else
{
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassConfig( client->pers.classSelection )->modelName,
BG_ClassConfig( client->pers.classSelection )->skinName );
//model segmentation
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg",
BG_ClassConfig( client->pers.classSelection )->modelName );
if( G_NonSegModel( filename ) )
client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL;
else
client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL;
}
Q_strncpyz( model, buffer, sizeof( model ) );
// wallwalk follow
s = Info_ValueForKey( userinfo, "cg_wwFollow" );
if( atoi( s ) )
client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW;
else
client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW;
// wallwalk toggle
s = Info_ValueForKey( userinfo, "cg_wwToggle" );
if( atoi( s ) )
client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE;
else
client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE;
// always sprint
s = Info_ValueForKey( userinfo, "cg_sprintToggle" );
if( atoi( s ) )
client->ps.persistant[ PERS_STATE ] |= PS_SPRINTTOGGLE;
else
client->ps.persistant[ PERS_STATE ] &= ~PS_SPRINTTOGGLE;
// fly speed
s = Info_ValueForKey( userinfo, "cg_flySpeed" );
if( *s )
client->pers.flySpeed = atoi( s );
else
client->pers.flySpeed = BG_Class( PCL_NONE )->speed;
// disable blueprint errors
s = Info_ValueForKey( userinfo, "cg_disableBlueprintErrors" );
if( atoi( s ) )
client->pers.disableBlueprintErrors = qtrue;
else
client->pers.disableBlueprintErrors = qfalse;
// teamInfo
s = Info_ValueForKey( userinfo, "teamoverlay" );
if( atoi( s ) != 0 )
client->pers.teamInfo = qtrue;
else
client->pers.teamInfo = qfalse;
s = Info_ValueForKey( userinfo, "cg_unlagged" );
if( !s[0] || atoi( s ) != 0 )
client->pers.useUnlagged = qtrue;
else
client->pers.useUnlagged = qfalse;
Q_strncpyz( client->pers.voice, Info_ValueForKey( userinfo, "voice" ),
sizeof( client->pers.voice ) );
// send over a subset of the userinfo keys so other clients can
// print scoreboards, display models, and play custom sounds
Com_sprintf( userinfo, sizeof( userinfo ),
"n\\%s\\t\\%i\\model\\%s\\ig\\%16s\\v\\%s",
client->pers.netname, client->pers.teamSelection, model,
Com_ClientListString( &client->sess.ignoreList ),
client->pers.voice );
trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo );
/*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/
return NULL;
}
/*
===========
ClientConnect
Called when a player begins connecting to the server.
Called again for every map change or tournement restart.
The session information will be valid after exit.
Return NULL if the client should be allowed, otherwise return
a string with the reason for denial.
Otherwise, the client will be sent the current gamestate
and will eventually get to ClientBegin.
firstTime will be qtrue the very first time a client connects
to the server machine, but qfalse on map changes and tournement
restarts.
============
*/
char *ClientConnect( int clientNum, qboolean firstTime )
{
char *value;
char *userInfoError;
gclient_t *client;
char userinfo[ MAX_INFO_STRING ];
gentity_t *ent;
char reason[ MAX_STRING_CHARS ] = {""};
int i;
ent = &g_entities[ clientNum ];
client = &level.clients[ clientNum ];
// ignore if client already connected
if( client->pers.connected != CON_DISCONNECTED )
return NULL;
ent->client = client;
memset( client, 0, sizeof( *client ) );
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
value = Info_ValueForKey( userinfo, "cl_guid" );
Q_strncpyz( client->pers.guid, value, sizeof( client->pers.guid ) );
value = Info_ValueForKey( userinfo, "ip" );
// check for local client
if( !strcmp( value, "localhost" ) )
client->pers.localClient = qtrue;
G_AddressParse( value, &client->pers.ip );
client->pers.admin = G_admin_admin( client->pers.guid );
// check for admin ban
if( G_admin_ban_check( ent, reason, sizeof( reason ) ) )
{
return va( "%s", reason );
}
// check for a password
value = Info_ValueForKey( userinfo, "password" );
if( g_password.string[ 0 ] && Q_stricmp( g_password.string, "none" ) &&
strcmp( g_password.string, value ) != 0 )
return "Invalid password";
// add guid to session so we don't have to keep parsing userinfo everywhere
for( i = 0; i < sizeof( client->pers.guid ) - 1 &&
isxdigit( client->pers.guid[ i ] ); i++ );
if( i < sizeof( client->pers.guid ) - 1 )
return "Invalid GUID";
for( i = 0; i < level.maxclients; i++ )
{
if( level.clients[ i ].pers.connected == CON_DISCONNECTED )
continue;
if( !Q_stricmp( client->pers.guid, level.clients[ i ].pers.guid ) )
{
if( !G_ClientIsLagging( level.clients + i ) )
{
trap_SendServerCommand( i, "cp \"Your GUID is not secure\"" );
return "Duplicate GUID";
}
trap_DropClient( i, "Ghost" );
}
}
client->pers.connected = CON_CONNECTING;
// read or initialize the session data
if( firstTime || level.newSession )
G_InitSessionData( client, userinfo );
G_ReadSessionData( client );
// get and distribute relevent paramters
G_namelog_connect( client );
userInfoError = ClientUserinfoChanged( clientNum, qfalse );
if( userInfoError != NULL )
return userInfoError;
G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s^7\" \"%c%s%c^7\"\n",
clientNum, client->pers.ip.str, client->pers.guid,
client->pers.netname,
DECOLOR_OFF, client->pers.netname, DECOLOR_ON );
// don't do the "xxx connected" messages if they were caried over from previous level
if( firstTime )
trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " connected\n\"",
client->pers.netname ) );
if( client->pers.admin )
G_admin_authlog( ent );
// count current clients and rank for scoreboard
CalculateRanks( );
// if this is after !restart keepteams or !restart switchteams, apply said selection
if ( client->sess.restartTeam != TEAM_NONE )
{
G_ChangeTeam( ent, client->sess.restartTeam );
client->sess.restartTeam = TEAM_NONE;
}
return NULL;
}
/*
===========
ClientBegin
called when a client has finished connecting, and is ready
to be placed into the level. This will happen every level load,
and on transition between teams, but doesn't happen on respawns
============
*/
void ClientBegin( int clientNum )
{
gentity_t *ent;
gclient_t *client;
int flags;
ent = g_entities + clientNum;
client = level.clients + clientNum;
// ignore if client already entered the game
if( client->pers.connected != CON_CONNECTING )
return;
if( ent->r.linked )
trap_UnlinkEntity( ent );
G_InitGentity( ent );
ent->touch = 0;
ent->pain = 0;
ent->client = client;
client->pers.connected = CON_CONNECTED;
client->pers.enterTime = level.time;
// save eflags around this, because changing teams will
// cause this to happen with a valid entity, and we
// want to make sure the teleport bit is set right
// so the viewpoint doesn't interpolate through the
// world to the new position
flags = client->ps.eFlags;
memset( &client->ps, 0, sizeof( client->ps ) );
memset( &client->pmext, 0, sizeof( client->pmext ) );
client->ps.eFlags = flags;
// locate ent at a spawn point
ClientSpawn( ent, NULL, NULL, NULL );
trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) );
G_namelog_restore( client );
G_LogPrintf( "ClientBegin: %i\n", clientNum );
// count current clients and rank for scoreboard
CalculateRanks( );
// send the client a list of commands that can be used
G_ListCommands( ent );
// reset cuboidSelection
client->cuboidSelection[ 0 ] =
client->cuboidSelection[ 1 ] =
client->cuboidSelection[ 2 ] = 32;
}
/*
===========
ClientSpawn
Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles )
{
int index;
vec3_t spawn_origin, spawn_angles;
gclient_t *client;
int i;
clientPersistant_t saved;
clientSession_t savedSess;
int persistant[ MAX_PERSISTANT ];
gentity_t *spawnPoint = NULL, *event;
int flags;
int savedPing;
int teamLocal;
int eventSequence;
char userinfo[ MAX_INFO_STRING ];
vec3_t up = { 0.0f, 0.0f, 1.0f }, implant_dir, implant_angles, spawnPoint_velocity;
int maxAmmo, maxClips;
weapon_t weapon;
qboolean fromImplant = qfalse, hatchingFailed = qfalse;
index = ent - g_entities;
client = ent->client;
teamLocal = client->pers.teamSelection;
//if client is dead and following teammate, stop following before spawning
if( client->sess.spectatorClient != -1 )
{
client->sess.spectatorClient = -1;
client->sess.spectatorState = SPECTATOR_FREE;
}
// only start client if chosen a class and joined a team
if( client->pers.classSelection == PCL_NONE && teamLocal == TEAM_NONE )
client->sess.spectatorState = SPECTATOR_FREE;
else if( client->pers.classSelection == PCL_NONE )
client->sess.spectatorState = SPECTATOR_LOCKED;
// if client is dead and following teammate, stop following before spawning
if( ent->client->sess.spectatorState == SPECTATOR_FOLLOW )
G_StopFollowing( ent );
if( origin != NULL )
VectorCopy( origin, spawn_origin );
if( angles != NULL )
VectorCopy( angles, spawn_angles );
// find a spawn point
// do it before setting health back up, so farthest
// ranging doesn't count this client
if( client->sess.spectatorState != SPECTATOR_NOT )
{
if( teamLocal == TEAM_NONE )
spawnPoint = G_SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
else if( teamLocal == TEAM_ALIENS )
spawnPoint = G_SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
else if( teamLocal == TEAM_HUMANS )
spawnPoint = G_SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
}
else
{
if( spawn == NULL )
{
G_Error( "ClientSpawn: spawn is NULL\n" );
return;
}
spawnPoint = spawn;
if( ent != spawn )
{
if( !spawnPoint->client ) //might be a human
{
//start spawn animation on spawnPoint
G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue );
if( spawnPoint->buildableTeam == TEAM_ALIENS )
spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
else if( spawnPoint->buildableTeam == TEAM_HUMANS )
spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
}
else
{
qboolean crouch;
int i;
float zoffs = 0.0f;
trace_t tr;
vec3_t neworigin, mins, maxs;
fromImplant = qtrue; //spawning from a human
// move the origin a bit on the Z axis so the aliens jumps out of the chest, not knees
// also prevents grangers from getting stuck in ceilings and floors
crouch = spawnPoint->client->ps.pm_flags & PMF_DUCKED;
switch( client->pers.classSelection )
{
case PCL_ALIEN_BUILDER0:
if( !crouch )
zoffs = 19.0f;
else
zoffs = -4.0f;
break;
case PCL_ALIEN_BUILDER0_UPG:
if( !crouch )
zoffs = 16.5f;
else
zoffs = -4.0f;
break;
case PCL_ALIEN_LEVEL0:
if( !crouch )
zoffs = 15.0f;
else
zoffs = -9.1f;
break;
}
spawn_origin[ 2 ] += zoffs;
// check if the spot would block
BG_ClassBoundingBox( client->pers.classSelection, mins, maxs, NULL, NULL, NULL );
trap_Trace( &tr, spawn_origin, mins, maxs, spawn_origin, spawnPoint->s.number, MASK_PLAYERSOLID );
// try to unblock the player
if( tr.startsolid )
{
Com_Printf("DEBUG: player is stuck!\n");
for( i = 0; i < 16*2; i++ )
{
float a, r;
VectorCopy( spawn_origin, neworigin );
a = (float)i / 16.0f * 2.0f * M_PI;
#define fmod(a,n) ((a)-(n)*floor((a)/(n)))
r = ( i < 16 ? 5.5f : 11.0f ) * 1.0f / cos( fmod( a+0.25f*M_PI, 0.5f*M_PI ) - 0.25f*M_PI );
neworigin[ 0 ] += cos( a ) * r;
neworigin[ 1 ] += sin( a ) * r;
trap_Trace( &tr, neworigin, mins, maxs, neworigin, spawnPoint->s.number, MASK_PLAYERSOLID );
if( !tr.startsolid )
{
Com_Printf("DEBUG: player position fixed at iteration %i\n",i);
VectorCopy( neworigin, spawn_origin );
break;
}
}
}
//reward the player that implanted this one
if( spawnPoint->client->impregnatedBy >= 0 )
{
gentity_t *granger;
granger = &g_entities[ spawnPoint->client->impregnatedBy ];
G_AddCreditToClient( granger->client, ALIEN_IMPREGNATION_REWARD, qtrue );
AddScore( granger, ALIEN_IMPREGNATION_REWARD_SCORE );
}
// kill the human, set up angles and velocity for the new alien
if( !BG_InventoryContainsUpgrade( UP_BATTLESUIT, spawnPoint->client->ps.stats ) //humans without battlesuits always die
|| spawnPoint->client->ps.stats[ STAT_HEALTH ] < ALIEN_HATCHING_MAX_BATTLESUIT_HEALTH ) //battlesuits survive if high hp
{
//save viewangles and spawn velocity for velocity calculation
VectorCopy( spawnPoint->client->ps.viewangles, implant_angles );
AngleVectors( implant_angles, implant_dir, NULL, NULL );
VectorCopy( spawnPoint->client->ps.velocity, spawnPoint_velocity );
//fire a nice chest exploding effect
event = G_TempEntity( spawnPoint->s.pos.trBase, EV_ALIEN_HATCH );
VectorCopy( implant_dir, event->s.angles );
//kill the player
G_Damage( spawnPoint, NULL, ent, NULL, NULL, spawnPoint->client->ps.stats[ STAT_HEALTH ], DAMAGE_NO_ARMOR, MOD_ALIEN_HATCH );
}
else //human survives
{
//clear impregnation so the human won't explode again
spawnPoint->client->isImpregnated = qfalse;
spawnPoint->client->isImplantMature = qfalse;
//make a sound
event = G_TempEntity( spawnPoint->s.pos.trBase, EV_ALIEN_HATCH_FAILURE );
//damage the human
G_Damage( spawnPoint, NULL, ent, NULL, NULL, ALIEN_FAILED_HATCH_DAMAGE, DAMAGE_NO_ARMOR, MOD_ALIEN_HATCH );
//kill the newly spawned alien
VectorCopy( spawnPoint->client->ps.viewangles, implant_angles );
implant_dir[0] = 0.0f;
implant_dir[1] = 0.0f;
implant_dir[2] = 0.0f;
hatchingFailed = qtrue;
}
}
}
}
// toggle the teleport bit so the client knows to not lerp
flags = ( ent->client->ps.eFlags & EF_TELEPORT_BIT ) ^ EF_TELEPORT_BIT;
G_UnlaggedClear( ent );
// clear everything but the persistant data
saved = client->pers;
savedSess = client->sess;
savedPing = client->ps.ping;
for( i = 0; i < MAX_PERSISTANT; i++ )
persistant[ i ] = client->ps.persistant[ i ];
eventSequence = client->ps.eventSequence;
memset( client, 0, sizeof( *client ) );
client->pers = saved;
client->sess = savedSess;
client->ps.ping = savedPing;
client->lastkilled_client = -1;
for( i = 0; i < MAX_PERSISTANT; i++ )
client->ps.persistant[ i ] = persistant[ i ];
client->ps.eventSequence = eventSequence;
// increment the spawncount so the client will detect the respawn
client->ps.persistant[ PERS_SPAWN_COUNT ]++;
client->ps.persistant[ PERS_SPECSTATE ] = client->sess.spectatorState;
client->airOutTime = level.time + 12000;
trap_GetUserinfo( index, userinfo, sizeof( userinfo ) );
client->ps.eFlags = flags;
//Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );
ent->s.groundEntityNum = ENTITYNUM_NONE;
ent->client = &level.clients[ index ];
ent->takedamage = qtrue;
ent->inuse = qtrue;
ent->classname = "player";
ent->r.contents = CONTENTS_BODY;
ent->clipmask = MASK_PLAYERSOLID;
ent->die = player_die;
ent->waterlevel = 0;
ent->watertype = 0;
ent->flags = 0;
// calculate each client's acceleration
ent->evaluateAcceleration = qtrue;
client->ps.stats[ STAT_MISC ] = 0;
client->buildTimer = 0;
client->ps.eFlags = flags;
client->ps.clientNum = index;
BG_ClassBoundingBox( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );
if( client->sess.spectatorState == SPECTATOR_NOT )
client->ps.stats[ STAT_MAX_HEALTH ] =
BG_Class( ent->client->pers.classSelection )->health;
else
client->ps.stats[ STAT_MAX_HEALTH ] = 100;
// clear entity values
if( ent->client->pers.classSelection == PCL_HUMAN )
{
BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
weapon = client->pers.humanItemSelection;
}
else if( client->sess.spectatorState == SPECTATOR_NOT )
weapon = BG_Class( ent->client->pers.classSelection )->startWeapon;
else
weapon = WP_NONE;
maxAmmo = BG_Weapon( weapon )->maxAmmo;
maxClips = BG_Weapon( weapon )->maxClips;
client->ps.stats[ STAT_WEAPON ] = weapon;
client->ps.ammo = maxAmmo;
client->ps.clips = maxClips;
// We just spawned, not changing weapons
client->ps.persistant[ PERS_NEWWEAPON ] = 0;
ent->client->ps.stats[ STAT_CLASS ] = ent->client->pers.classSelection;
ent->client->ps.stats[ STAT_TEAM ] = ent->client->pers.teamSelection;
ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
ent->client->ps.stats[ STAT_STATE ] = 0;
VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );
// health will count down towards max_health
ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25;
//if evolving scale health
if( ent == spawn )
{
ent->health *= ent->client->pers.evolveHealthFraction;
client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction;
}
//clear the credits array
for( i = 0; i < MAX_CLIENTS; i++ )
ent->credits[ i ] = 0;
client->ps.stats[ STAT_STAMINA ] = STAMINA_MAX;
//never impregnated after respawning
client->isImpregnated = qfalse;
client->isImplantMature = qfalse;
G_SetOrigin( ent, spawn_origin );
VectorCopy( spawn_origin, client->ps.origin );
#define UP_VEL 150.0f
#define F_VEL 50.0f
//give aliens some spawn velocity
if( client->sess.spectatorState == SPECTATOR_NOT &&
client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
{
if( ent == spawn )
{
//evolution particle system
G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
}
else if( !fromImplant ) //regular egg
{
spawn_angles[ YAW ] += 180.0f;
AngleNormalize360( spawn_angles[ YAW ] );
if( spawnPoint->s.origin2[ 2 ] > 0.0f )
{
vec3_t forward, dir;
AngleVectors( spawn_angles, forward, NULL, NULL );
VectorScale( forward, F_VEL, forward );
VectorAdd( spawnPoint->s.origin2, forward, dir );
VectorNormalize( dir );
VectorScale( dir, UP_VEL, client->ps.velocity );
}
G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
}
else //implanted egg
{
VectorCopy( implant_angles, spawn_angles );
VectorScale( implant_dir, ALIEN_HATCHING_VELOCITY, client->ps.velocity );
VectorAdd( client->ps.velocity, spawnPoint_velocity, client->ps.velocity );
}
}
else if( client->sess.spectatorState == SPECTATOR_NOT &&
client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
{
spawn_angles[ YAW ] += 180.0f;
AngleNormalize360( spawn_angles[ YAW ] );
}
// the respawned flag will be cleared after the attack and jump keys come up
client->ps.pm_flags |= PMF_RESPAWNED;
trap_GetUsercmd( client - level.clients, &ent->client->pers.cmd );
G_SetClientViewAngle( ent, spawn_angles );
if( client->sess.spectatorState == SPECTATOR_NOT )
{
trap_LinkEntity( ent );
// force the base weapon up
if( client->pers.teamSelection == TEAM_HUMANS )
G_ForceWeaponChange( ent, weapon );
client->ps.weaponstate = WEAPON_READY;
}
// don't allow full run speed for a bit
client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
client->ps.pm_time = 100;
client->respawnTime = level.time;
ent->nextRegenTime = level.time;
client->inactivityTime = level.time + g_inactivity.integer * 1000;
client->latched_buttons = 0;
// set default animations
client->ps.torsoAnim = TORSO_STAND;
client->ps.legsAnim = LEGS_IDLE;
if( level.intermissiontime )
MoveClientToIntermission( ent );
else
{
// fire the targets of the spawn point
if( !spawn )
G_UseTargets( spawnPoint, ent );
// select the highest weapon number available, after any
// spawn given items have fired
client->ps.weapon = 1;
for( i = WP_NUM_WEAPONS - 1; i > 0 ; i-- )
{
if( BG_InventoryContainsWeapon( i, client->ps.stats ) )
{
client->ps.weapon = i;
break;
}
}
}
client->lastRantBombTime = level.time;
// run a client frame to drop exactly to the floor,
// initialize animations and other things
client->ps.commandTime = level.time - 100;
ent->client->pers.cmd.serverTime = level.time;
ClientThink( ent-g_entities );
// positively link the client, even if the command times are weird
if( client->sess.spectatorState == SPECTATOR_NOT )
{
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
trap_LinkEntity( ent );
}
// must do this here so the number of active clients is calculated
CalculateRanks( );
// run the presend to set anything else
ClientEndFrame( ent );
// clear entity state values
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
// kill him instantly after respawning if hatching failed
if( fromImplant && hatchingFailed )
{
VectorCopy( spawnPoint->client->ps.velocity, client->ps.velocity );
client->ps.stats[ STAT_HEALTH ] = ent->health = 0;
player_die( ent, NULL, spawnPoint, 0, MOD_ALIEN_HATCH_FAILED );
}
}
/*
===========
ClientDisconnect
Called when a player drops from the server.
Will not be called between levels.
This should NOT be called directly by any game logic,
call trap_DropClient(), which will call this and do
server system housekeeping.
============
*/
void ClientDisconnect( int clientNum )
{
gclient_t *client;
gentity_t *ent;
gentity_t *tent;
int i;
ent = g_entities + clientNum;
if( !ent->client || ent->client->pers.connected == CON_DISCONNECTED )
return;
G_LeaveTeam( ent );
G_namelog_disconnect( ent->client );
G_Vote( ent, TEAM_NONE, qfalse );
// stop any following clients
for( i = 0; i < level.maxclients; i++ )
{
client = &level.clients[ i ];
// remove any /ignore settings for this clientNum
Com_ClientListRemove( &client->sess.ignoreList, clientNum );
// clear impregnatedBy for everyone impregnated by this player
if( client->isImpregnated && client->impregnatedBy == clientNum )
client->impregnatedBy = -2;
}
// send effect if they were completely connected
if( ent->client->pers.connected == CON_CONNECTED &&
ent->client->sess.spectatorState == SPECTATOR_NOT )
{
tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT );
tent->s.clientNum = ent->s.clientNum;
}
G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s^7\"\n", clientNum,
ent->client->pers.ip.str, ent->client->pers.guid, ent->client->pers.netname );
trap_UnlinkEntity( ent );
ent->s.modelindex = 0;
ent->inuse = qfalse;
ent->classname = "disconnected";
ent->client->pers.connected = CON_DISCONNECTED;
ent->client->sess.spectatorState =
ent->client->ps.persistant[ PERS_SPECSTATE ] = SPECTATOR_NOT;
trap_SetConfigstring( CS_PLAYERS + clientNum, "");
CalculateRanks( );
}
/*
===========
G_RelayCuboidToSpectators
Called everytime a player changes his cuboid size.
A server command is issued to everyone spectating him
so that their clients can know the cuboid size as well.
============
*/
void G_RelayCuboidToSpectators(gentity_t *self)
{
}
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